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Per Shot: -30 ammo
Uses metal for ammo
On hit: ignites enemy
shots can penetrate players and make damage enemies behind them.
No random critical hits.
-20% damage penalty
pros:
does not require ammo
reloads automatically
+25% damage
deals knockback
cons:
-20% firing speed
-20% reload speed
+Do damage with primary / melee to fill "Charge"
+When charge activated: All buildings are fully repaired + full ammo
+20% Extra Health on Buildings
Cons:
-Replaces Pistol
-Sentry damage dont fill "Charge"
-50% Metal from Ammopacks
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=17081
Pistol Mode (M1):
+Bullets can penetrate up to 3 players
+/-Shoots laser bullets
-25% slower firing speed
-25% damage
-Shooting will cost you 2 metal
Scrap Launcher Mode (Alt-Fire/M2):
+When Alt-Fire is pressed: You shoot out an "Iron Bomber" grenade which has a 25% damage penalty, 50% less explosion radius and almost no bounce/roll compared to the stock grenade launcher
-When Alt-Fire is pressed it consumes 40 metal
-50% slower Alt+Fire firing speed (compared to the short circuit)
+ 200 reserve ammo.
+ Alt Fire: Megaton Laser. Deals 80 damage, with explosion. Moves 20% slower than a rocket.
- Reserve ammo cannot be restored, except with Supply Locker.
- 75% clip size penalty.
- 50% fire speed penalty.
- Megaton Laser costs 20 ammo, and is taken out of reserve ammo.
Meet Engie Man, or rather, the weapon that you copy off of him.
I agree, I dont want New Weapons Soldier screaming in my ears ethier
+10% damage
+30% range
- no secondary fire
- does not destroy projectiles
Pros:
-Fires a projectile that bounces off of enemies
-Bounces up to 3 enemies before being destroyed (includes buildings)
-Disables buildings for 3 seconds
-Does not require ammo (similar to the Pomson, Righteous Bison etc.)
-Alt. fire: Destroys projectiles
-Removes sappers in 2 shots
-Starts recharging shots over time
-Recharges 1 shot per 3 seconds
-Starts recharging if user has not fired after 10 seconds
-Automatically recharges when 0 ammo
Cons:
-Only 20 shots
-Alt. fire consumes 2 ammo
-Cannot pick up buildings
-Damage decreases for every bounce from enemies (Ex. first shot deals 20 damage, then when it bounces to another enemy it deals 15, then 10 and etc. The 20 damage was just an example)
Other:
Killed enemies suffer death by incineration
What do you think of these stats?
Reply if you think its unbalanced
( + ) Hold the Primary Fire button to charge the shot. Depending on how much the shot is charged depends on the kind of shot. Deals no knockback whatsoever (Charge rate is the 25% slower than the Stickybomb Launcher's charge rate)
- 0-24% charge: Fires 5 small shots in a quick succession (+100% faster firing speed), each shot dealing a base damage of 15. Last hit deals a critical hit. (Bullet type is Hit-Scan, and uses The C.A.P.P.E.R bullets and sound effects) Deals no knockback to the user.
- 25-49% charge: Fires 3 small energy beams (Pomsom 6000 projectiles and sound effects) in a shotgun-like layout (One goes diagonally left, one goes straight forwards and one goes diagonally right). Each shot deals a base damage of 40. Projectile is 50% faster. Knocks user back a bit.
- 50-74% charge: Fires a large energy beam (Cow-Mangler 5000 projectile and sound effect) that explodes on impact. The shot deals 90 base damage. Knocks user back a lot. Can be used to rocket jump, but is unrecommended.
- 75-99% charge: Fires a charged large energy beam (Cow-Mangler 5000 projectile and sound effect) that explodes on impact. The shot deals 90 base damage and guarantees a mini-crit. Shot ignites the target. Knocks user back significantly. Can be used to rocket jump, but is HIGHLY unrecommended.
- 100% charge: Fires an overcharged large energy beam (Cow-Mangler 5000 projectile and sound effect) that explodes on impact. The shot deals 90 base damage and guarantees a critical hit. Shot ignites the target. Knocks back the user massively. Ignites user upon use. Can be used to rocket jump, but it is a death sentence. If held for 3 seconds, will cause a misfire, dealing 90 damage and igniting self.
( + ) Does not require ammo
( - ) After firing, requires cooling down. Whilst cooling down, cannot swap weapon (Basically making you vunerable). Depending on the charge of the weapon depends on the cooldown.
- 0-24% charge: 0.5 second cooldown
- 25-49% charge: 1 second cooldown
- 50-74% charge: 2 second cooldown
- 75-99% charge: 3 second cooldown
- 100% charge: 4 second cooldown
( - ) No random critical hits
Probably pretty overpowered, but hey im bad at balancing.